The bonus damage on Strikes against them during your next turn is nice, too, and since you can change the damage type you can get around damage resistences more easily. This is to say, Pathfinder 2nd Edition does an amazing job of managing to be innovative without throwing out stuff that just plain works, and its approach to feats and customization is one of the most exciting I’ve seen in a very long time. All of that can leave you feeling like a fighter with some minor divine flavor, which may be exactly what you want, or it might be underwhelming if you're looking to play a warrior driven by divine power. DnD now allows paladins of any alignment in the core rules, Pathfinder 1e published archetypes for other alignments, and Pathfinder 2e's Core Rulebook allows three types of Good-aligned Champions, which was then expanded in the Advanced Player's Guide to cover the three evil alignments. Champion Feats: See Champion feats, below. Pathfinder Wiki. The power of their chosen deity rains down upon a chosen enemy, regardless of that enemies strength. Higher-level options allow you to better protect your allies, even allowing you to reduce damage to multiple allies suffering damage from the same attack. The Champion also gets as many Trained skills as most classes, but you're locked into two of them so you have much less flexibility than other classes. Blue: Fantastic options, often essential to the function of your character. Do what makes sense to you. There are lots of good options. Capable of both withstanding and dealing great amounts of damage, the champion is a well-rounded Defender with a great theme and interesting mechanics. Unconventional Weaponry can get you access to options like the Gnome Flickmace if you want to use a shield but also want reach for things like Retributive Strike. Still, there are some interesting options here. Divine Ally: Your choice of Divine Ally is a significant decision point that can't be changed. The Cat's Luck feat tree will go a long way to enhance your saving throws, especially the Champion's low Reflex saves, adding to your already excellent durability. So, like the Antipaladin, the Desecrator falls into the Tank Fallacy. That means that you can maximize at most three skills, and the rest of your skills might not advance beyond Trained. Armor Mastery: The best Armor proficiency in the game. Kobold: This is definitely playable, but it will be challenging. Generally you want to invest these feats in the same skills which you are choosing to maximize, though in some cases you may want to grab feats from skills which don't require that you be more than Trained. Will probably include elements of Starfinder. Perhaps the most survivable champion subclass, and you don't even need a shield. Exalt: A significant improvement to your Champion's Reaction. You'll still want some Strength to boost your damage output, but it's an afterthought rather than a defining decision point. Ratfolk: The boosts and flaws don't line up well, and the Ratfolk's only interesting ancestry feats relate to item management which champions don't typically need to worry about. More Intelligence means more options, and you're a great candidate for Face skills. Thoughts, suggestions, counterpoint welcome. Fiction Gallery Geography History-link Magic Religion Sourcebooks Monsters. Divine Grace Feat 2. Deity and Cause: See "Subclasses - Deity and Cause", below. You confront enemies in hand-to-hand combat while carefully positioning yourself to protect your allies. Iron Repercussions has the ability to make the damage from Iron Command persistant, so enemies only need to make the mistake of hitting you once for Iron Command to be reasonably impactful. Tactics you plan to employ in combat strength-based builds can dump Wisdom, but you can dump Intelligence, you. 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